Project_2026-06-09_19-29-41
GLSL shader by scry · created 2026-06-10 · updated 2026-06-18 · 5s loop · 2 passes
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Shader source (GLSL)
Common
#define pi acos(-1.)
#define deg pi/180. //1 degree
#define time iTime*8.*pi/10. //sin(time) loops 10 seconds
#define R iResolution.xy //shorthand
#define ar R.x/R.y //aspect ratio
#define M iMouse //shorthand
#define xm (M.xy/R) //normalized mouse
#define nm ((xm.xy-0.5)*vec2(ar,1.)+0.5) //aspect ratio correction
vec3 cs = vec3(1.,2.,3.);
mat2 r2d(float a) {
return mat2(cos(a),sin(a),-sin(a),cos(a));
}
Buffer A (iChannel0)
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = fragCoord.xy / iResolution.xy;
vec2 tv = uv;
uv -= 0.5;
uv.x *= ar;
vec3 col = vec3(0.);
float a = 0.1;
uv = uv/dot(uv,uv);
uv += sin(vec2(0.,1.57)+time/2.+length(uv)/3.);
uv = uv/dot(uv,uv);
//uv += sin(uv.yx*40.)*0.02;
uv = vec2(log(length(uv)),atan(uv.x,uv.y));
//uv.x /= pi*2.;
uv /= 4.;
uv.y /= pi;
uv.y *= 8.;
uv.x *= 3.;
uv.x -= time/pi*1.;
vec2 cv = uv;
float t = uv.x*pi/2.;
uv.x *= 0.5;
uv = fract(uv)-0.5;
uv.x /= 0.3;
for (int i=0;i<5;i++) {
uv *= r2d(deg*45.);
uv = abs(uv)-0.2+sin(sin(t)/12.);
//uv = abs(uv)-0.4+sin(t/4.+time/8.+cv.y*pi/8.)*0.2;
}
for (int i=0;i<4;i++) {
uv = abs(uv)-a;
a /= 2.;
uv += sin(vec2(0.,1.57)+t/1.)*0.03;
//a /= 2.+sin(t/4.+float(i)*pi/2.)*2.5;
uv *= r2d(deg*45.);
}
col += sin(uv.x*32.+cs+t)*0.6+0.4;
fragColor = vec4(col, 1.0);
}
Image
Not used
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